Crescent Solitaire Variations and House Rules

The standard game of Crescent, with sixteen piles, eight foundations and three shuffles, is the one our free Crescent Solitaire game plays when you first open it. Like every solitaire that has been passed around card tables for generations, it has picked up a few local customs. This page covers the two house rules you can switch on in our Settings, the other variations you may meet, and a few related games.

House Rules You Can Turn On in Our Game

Open Settings in the game to find these. A change takes effect with your next deal, and your statistics are kept separately for each way of playing, so an easy win never mixes with a hard one.

Unlimited shuffles

In the standard game you may shuffle three times. That limit is what makes Crescent hard: a good share of deals simply cannot be finished in three shuffles.

With Unlimited shuffles switched on, you may bring the bottom cards to the top as often as you like. The game becomes gentle and almost always winnable. A pile of six cards comes back to its starting order after six shuffles in a row, so shuffling over and over without moving anything gets you nowhere. Each shuffle still has to be put to use.

Shuffles allowedHow it feels
3 (standard)A real challenge. Expect to lose more often than you win, even with careful play.
UnlimitedRelaxed. Most deals come out if you keep at it.

At a real table: some families settle on a number in between, such as five shuffles, or allow one extra shuffle as a "mercy" when a game is nearly won. Agree on it before you deal.

All cards face up

In the standard game only the top card of each pile is face up. You find out what is underneath one card at a time, and a shuffle is always a bit of a surprise.

With Show all cards face up switched on, every pile lists the cards under its top card, from the top down. The rules of movement do not change at all: only the top card of a pile can move. What changes is that you can plan. You can see which pile hides the 2 you are waiting for, and exactly which sixteen cards the next shuffle will bring up, because the last card in each list is the one that will come to the top.

This turns Crescent from a game of patience and luck into more of a puzzle, in the spirit of FreeCell. It is also the best way to learn the game. Play a few open deals, watch how stacks wind and unwind, and the closed game will make much more sense.

Other Variations You May Meet

These are not options in our game, but you may come across them in books, on other tables or in a relative's firm opinion about "the real rules."

No wrapping from King to Ace

In the standard game a King and an Ace of the same suit are neighbors on the piles, so a King may be placed on an Ace and an Ace on a King. Some players do not allow this. The Ace can then only go on a 2, and the King only on a Queen. It is a small change that makes a hard game a little harder.

Building in one direction only

A stricter rule lets you build on the piles only downward, as in most other solitaire games: a 7 may go on an 8, but not on a 6. With half the moves gone, this version is much harder, and it is best kept for players who find the standard game too easy.

Moving runs of cards

The standard rule is one card at a time. A looser table rule lets you pick up a whole run of the same suit, such as 9, 8, 7 of Spades, and move it onto a 10 or a 6 of Spades in one go. This saves a good deal of re-stacking and makes the game noticeably easier, since a run built "the wrong way round" no longer has to be taken apart card by card.

No trading between foundations

The standard game lets the top card of one foundation cross to the other foundation of its suit when the two piles meet in the middle. Some rule sets leave this out and say that a card on a foundation is there for good. Without the trade, you have to be much more careful about which of the two foundations a middle card goes to.

Variations Side by Side

RuleStandard gameCommon variationEffect
Shuffles3Unlimited, or another agreed numberMore shuffles, easier game
Cards showingTop card of each pileAll cards face upLess luck, more planning
King and AceNeighbors on the pilesNot neighborsSlightly harder
Building on pilesUp or down by suitDown onlyMuch harder
MovingOne card at a timeWhole runsEasier
Foundation to foundationAllowed within a suitNot allowedHarder

About Deal Numbers and Winnable Deals

Every deal in our game has a number, shown above the table. The same number always gives the same layout, so you can replay a deal that beat you, or give the number to a friend and compare how far you each got. Type a number into Settings to play that deal.

Because so many Crescent deals cannot be won in three shuffles, the game does you a small favor when you press New Game. It tries a handful of fresh deals against its own solver and gives you the first one the solver managed to finish under the rules you have chosen. The search is short, so now and then you will get a deal that has not been tested. And a deal that can be won is not a deal that is easy to win. The solver sees every card. You do not.

Related Games

New to Crescent? The rules page walks through the standard game step by step, and the strategy guide shows how to make three shuffles go a long way.

Ready to try it? Play a free game of Crescent Solitaire with big, easy-to-read cards, hints and unlimited undo. No sign-up needed.

Play Crescent Solitaire Now